OverCoat
-
Posts
3,366 -
Joined
-
Last visited
Content Type
Articles
Profiles
Forums
Events
Posts posted by OverCoat
-
-
pixietricks in a babydoll tee....all i have to say
...someone would have to get a pic of that
...so glad I'm not Jill right now
I already own and wear an OCR babydoll tee. Perhaps babydoll where you come from means something different? I dunno.
In any case, I hope Dave will continue to carry them!
I thought you'd be creeped out or something, but nevermind!
-
pixietricks in a babydoll tee....all i have to say
...someone would have to get a pic of that
...so glad I'm not Jill right now
-
I use a .wav editor and rip them out of songs myself.
It's easier than you think. All you gotta do is keep a beat.
-
ChipAmp is cool and all, but aren't SPC and PSF sample-based formats? Seems like a bit of a misnomer.
This is a very debatable subject. Sites like Kohina.com's radio stream plays SNES tunes, as they are from a 16 bit system and just as oldschool and nostalgic as the Genesis, therefore they must be included in the chiptune scene.
I, however, disagree that .SPC and .PSF should be callled chiptunes for the sample-based reason, as they are not using a built-in sound chip to synthesize sounds. Sure the SNES has a built in white noise maker [if I remember right] but that was only used as SFX [Chrono Trigger, FF6].
For the sake of Chipamp though, I believe they should be included in the bundle. This pack was designed to play the source of all the arranged music on the site, and SNES/PSX accounts for quite a bit of that. And I just suggested that DJP include the BASS module plugin as well. Mods are all sample-based too, barring .s3m which can use AdLib/OPL-2.
-
For any future complaints: All that weird misalignment stuff? That's your old cache conflicting with the new images and formatting. Clear your cache and it should resolve all layout problems.
-
2nd to last post in the old thread I'll just repost it:
Hey, I like the chipamp, very cool! I don't think it necessarily needed to become a TAB on the remix pages though...Also, you forgot one thing, that I think is essential to WinAmp!
http://winamp.com/plugins/details.php?id=132367
"Plays XM, IT, S3M, MOD, MTM, UMX and MO3 modules using BASS Sound System 2.3.0.1"
It's a solid player that will play XM and IT files properly, as well as adding UMX [The Unreal engine's music format] and MO3 [ogg-compressed module] support. I believe it's also necessary since the default winamp mod playback is horribly designed, it does not support midi macros or even the note-off command, which is DANGEROUS as it creates a wall of winamp-crashing noise
EDIT: OH YEAH, and... LOOP POINTS :E
If you feel that you need only UMX support, here is a plugin that will only play UMX:
-
I was recommended these Ignite! books by a studio guy. He says they're a good read but I've never looked in one.
-
I find myself agreeing with Snapple
-
Selecting the port does matter, but just to FruityLoops.
Give your midi out device a port. EXAMPLE: For me, that would be "Out A-MidiSport 2x2" and you'd set it to 0, so that whenever you load a midi track it is set to go to your keyboard automatically.
-
Yeah, and I can't believe they actually say that. It's been in the help file since 2000. I'm pretty sure you can change the frequency with no problems.
-
Er FruityLoops can go up to 192KHz...
Options>Audio Options>Sample Rate
You could export a 96 khz .mp3 if you really wanted to.
-
alright, it seemed to work. I just lowerd my buffer lenght to about 1700 samples (about 37ms) and it seems to work fine
That is still huge
-
Dude, no love for the keytar
-
Wow, soc
I AM HUGE ASSHOLE
-
Basically you need a multitrack audio sequencer like Samplitude or ProTools, maybe even Adobe Audition if you wanna go on the cheap. If you also want to have virtual instruments, Sonar and Cubase come with some, you can download extra ones, you can also record audio into Sonar or Cubase. However, you also need a firewire or USB 2.0 audio interface to actually get your audio into the computer~ There's trillions of firewire/USB2 audio interfaces, and that's something you should ask ReMixing, I have very limited knowledge of all the brands and nuances of each interface.
I'm assuming you have microphones already? And if you play live sets, you have your own PA system and equipment right?
-
Do me a favor and ignore everything Skrypnyk says about computers forever.
The buffer size to 256 samples? lol
Some computers don't need Asio4all. I don't. I got my latency down to ~13ms and that's fine for me until I try to record live audio.
Don't just randomly tell everyone to download 3rd party crap, please. Some soundcards already have ASIO drivers, and you only need Asio4all if you're experiencing EXTREME latency problems.
Go into your audio options in FL and mess with the audio latency, unless you've already done that. The lower it goes, the faster the audio response time gets. This is a very crucial element when trying to record live.
However, not all systems can go down all the way, even with Asio4all. You can't just set your latency to 256 samples [~5ms] and expect it to work. If the latency is set too low, there will be artifacts in the audio.
-
Solution: turn the track volumes down.
You may want to invest in a frequency analyser,
though most DAWs that are worth anything have one built
in [though there are elaborate, accurate ones you can get like this]
It is a good tool if you do not trust your ears while mixing
-
consintarate
lolololol
And yeah, there's a multitude of reasons why the "volume race" is happening. Bands want their music as loud as possible without clipping, people don't have to adjust their volume EVER because the entire CD waveform is literally a brick, or it probably sounds better on the radio [though I believe most TV and radio stations run their own compressed signal!].
Compression and overcompression has been used extensively in TV commercials, that's why their volume is so much louder than the actual TV show you are watching. Though I think the FCC made some regulations guarding against this. I wouldn't know, I don't watch TV.
-
lol
Well getting something to a decent volume is part of the whole "good mastering" part.
What needs to happen is good EQ, normalization, compression, and good, balanced levels and panning on every instrument, then the same for the final waveform if you think it needs anything.
There are a lot of different techniques to achieve maximum loudness, though I think most people here would prefer you go easy on the compression, I'm sure we all love dynamics.
-
U NEED 2 GIG OF RAM
AND
PENTIUM 4 OR AMD EQUVALENTTT
YAY PROTOOSLS HD
-
I have an idea.
Let's turn it into a huge database of original music for videogames. Then developers and labels can browse the page and look for cool music to use and t
-
enjoy your re-encoding artifacts :3
-
I still personally think that mackie mixers are good for the money. I almost bought an Onyx 1220 several months ago etc etc But I really don't think that getting a mackie mixer can ever really be considered a bad choice
You were very close to purchasing one of Mackie's fuck-ups Though I heard it was good if you didn't have to route anything.
-
Too much work.
Like then you'd have to list stuff like Keith Emerson has like 300 moogs, or Vangelis used rlrllflghlbnlrl* in Chariots of fire
*forgot
FRUITY LOOPS 101 - PLEASE direct -ALL- FL questions here
in Music Composition & Production
Posted
You can set patterns to have a set number of beats.
On the step sequencer [holy fuck it's actually useful?] at the top left there is a [--] box, when you mouse over it, it says "beats per bar for this pattern."
I have an older song which takes advantage of this. One pattern is 4/4 and one is 5/4, and they're both playing at the same time. It actually sounded pretty cool.
Of course now you have to adjust the playlist snap, which isn't hard. Go forth and make music, Radiowar.